FrankensteinDR Posted February 2, 2015 Share Posted February 2, 2015 (edited) I already think about how awesome it be if my char got visible some gun on back and handgun at leg together. Is there a mod doing it or maybe not, i really don`t know. Maybe there is a chance for it, man this can be king +10 to climat. If there be just a model of some 1911 keep at character leg and that`s be enough, at last for me. Edited February 2, 2015 by FrankensteinDR Link to comment Share on other sites More sharing options...
devinpatterson Posted February 3, 2015 Author Share Posted February 3, 2015 Not sure how I missed this thread. I'm so excited someone knows how to do this and is willing. :dance: I'v gotten a *lot* of mileage out of FO3 & FONV due to the community, so it's always nice if I can give a little back For simplicity's sake, I suppose you could just try to work around the basic Firearm Types: Probably not based on firearm types, but rather size and position. Most weapons are SideWeapons or BackWeapons even if they have additional meshes (like a scabbard or a backpack). The way it's setup now, I don't rig anything to the default/vanilla display locations (right hip for SideWeapons & BackWeapon is diagonally from right shoulder to left hip). And that makes sense because we want an empty spot when a character draws his/her weapon and we don't want to risk two weapons superimposed on each other. But it does mean we have two spots where one will always be empty. If I can find a bulletproof way to determine if a SideWeapon or BackWeapon is currently equipped (and I think NVSE's getWeaponType will allow me to do that) then I'll try to implement a way to fill that empty spot. But ignoring the two default/vanilla locations for now, that still leaves quite a variety of choice. Left hip for standard sideWeapon types, and diagonally (opposite, - 45/315 degrees, from left shoulder to right hip) across the back for standard backWeapon weapon types. But the models can be rigged anywhere, like a rifle slung across the front, smaller weapons (knives, small-ish pistols, etc) anywhere on the belt/waist or on the leg (ie in a boot), a knife sheath on an arm like a bracer, etc etc. The possibilities are hampered by clipping from certain outfits (say powerarmor vs clothes), but varieants of the models can be made that equip themselves for the appropriate outfits. So there is a fair amount of possibilities, but the limiting factor is related to body slots. Bodyslots are required for displaying the armor addon (although I suspect there *may* be an arcane and esoteric way of getting around that, but without a bodyslot you get a token out of the armor addon), and for "bumping" one item when another is equipped. It's also possible to have several items displayed with one body slot, *but* that would require some record keeping and a S-load of models (order of magnitude more), because you have to put together all possible combinations. I think the formula is something like X to the power of the # of individual items -1. Or something like that. So it's a bit impractical except for special purposes like NPCs with special pre-determined load outs, or items that would naturally go together as a cohesive group. Heavy Weapons use two back slots.The body slots are fixed, we can't add new ones, we have to utilize the existing ones as best we can. Because a weapon is shown at that spot (without a body slot) by default, only one body slot will be used on the back and it should be a backpack slot. This has the advantage of bumping other items that default to the backpack, hopefully that includes heavy weapons that have a backpack addon.....but I'm not sure since I havn't tried them yet. These are the body slots that may be occupied by FONV helmets & headwear (and shouldn't be used by this mod); Head Hair Headband Hat EyeGlasses These are the body slots that are typically occupied by FONV armor/outfits (and shouldn't be used by this mod); UpperBody LeftHand RightHand PipBoy (ok for most npc's but not for the player) These *might* be used occasionally (in this mod) for special purposes; Weapon Backpack These are the most (or at least more) likely to be used by this mod. They tend to be open with *most* equipment. But sometimes things like mask or mouthObject are used by helmets; Necklace Nosering Earrings Mask choker MouthObject bodyAddOn1 bodyAddOn2 bodyAddOn3 Other mods like satchels probably use those as well. There doesn't have to be an actual relation of where an object is, to use a body slot (for example a mask could use a bodyAddon, or a weapon could use a nosering slot). The problem is that some Bladed and Blunt Weapons go on the back, right? I never use them, so I don't really know. Certainly many people are gonna want to equip two Bladed or Blunt Weapons on the PC's back, no? I believe it's most often by size, with small or medium weapons on the hip and larger weapons on the back, regardless of whether they are blunt or sharp. Seems like just about anythign longer than a katana goes on the back (but that's just my anecdotal experience and I use a very small number of weapons in my loadout). Because the BackWeapons are at a 45 angle and would crisscross, they don't interfere much with each other (unless they are a large diameter/cross section, or have a backpack). Example are rifles, PIC; http://static-2.nexusmods.com/15/mods/130/images/47066-1-1342377883.jpg they have a bit of crossover near the bottom, but I'll probably leave them that way. But something like a tesla cannon is so wide (diameter) that you won't be able to have them criscross across the back, but the AMR (although just as long) is much smaller gauge, so two of them could probably co-exist. For a weapon with a backpack addon, two would be precluded just via the backpack slot (which is good since they'd just be a clipping mess). I guess, I'm assuming you'd want to organize this by Vanilla Weapon Type so that you could achieve maximum mod compatibility. Not really sure what your asking there.... Correct me if I'm wrong, but if you did this on an individual weapon basis, each new weapon mod would need a compatibility patch, right? Every weapon that has a armor addon will have to have a new model made, whether it's a vanilla weapon, DLC or a new weapon from a user mod. How would this affect Animation Mods? I'm experimenting with several different techniques. In the best possible case, the model is only a mesh, no other nodes, and it won't impact any animation mods. Other techniques may leave nodes that *might* be a problem, but I believe I can probably strip them out. Anyway those are my initial thoughts on the mod, I'm sure there will be changes as it develops. I'll also follow up a bit (in another post, this one is already insanely long) re: the scripting, and other details. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 3, 2015 Author Share Posted February 3, 2015 yes left hip ok I'll see wwhat I can put together, but you may want to check and see if satchels already has one available. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 3, 2015 Author Share Posted February 3, 2015 If there be just a model of some 1911 keep at character leg and that`s be enough, at last for me. I'd guess the closest match to the 1911 (for behesda assets0 is HH's 45 semi auto. If you had a different user mod in mind than I would need permission from the author before I could rig it. Link to comment Share on other sites More sharing options...
garyones Posted February 3, 2015 Share Posted February 3, 2015 yes left hipok I'll see wwhat I can put together, but you may want to check and see if satchels already has one available. ok i looked and cannot see any mods that do that dont get me wronge there prob s just im not seeng it Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted February 6, 2015 Share Posted February 6, 2015 I've probably made a billion of these sorts of requests of you by now, and should probably stop, but... I don't suppose you'd be interested in making a Fat Man to be slung over the back? I'd be very happy if you could make that work, somehow - I don't think it has any major moving parts (like the Tesla Cannon had, which is what crippled your attempt to rig it, if I recall). You'd have my eternal appreciation if you could make that work! If you want any advice or help that I can provide on this mod (although I'm no good with models, so I don't know how much help I'd be), you only need ask :) - MarchUntoTorment Link to comment Share on other sites More sharing options...
devinpatterson Posted February 8, 2015 Author Share Posted February 8, 2015 I don't suppose you'd be interested in making a Fat Man to be slung over the back? I'd be very happy if you could make that work, somehow - I don't think it has any major moving parts (like the Tesla Cannon had, which is what crippled your attempt to rig it, if I recall). Sure I'll add it to the list. I'm going to be doing some modding this evening, maybe I'll have a chance to hit it and a breathing mask then. Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted February 9, 2015 Share Posted February 9, 2015 Thanks! Much appreciated. Link to comment Share on other sites More sharing options...
FrankensteinDR Posted February 9, 2015 Share Posted February 9, 2015 (edited) I'd guess the closest match to the 1911 (for behesda assets0 is HH's 45 semi auto. If you had a different user mod in mind than I would need permission from the author before I could rig it. Yea actually i think about this one http://www.nexusmods.com/newvegas/mods/50184/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fcomments%2F%3Fmod_id%3D50184%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D984529&pUp=1 If you could do this, i be in heaven. If you do it some day maybe, (ofc its up to you) think about make it closer to leg like in this mod http://www.nexusmods.com/newvegas/mods/52594/? Edited February 9, 2015 by FrankensteinDR Link to comment Share on other sites More sharing options...
devinpatterson Posted February 9, 2015 Author Share Posted February 9, 2015 Thanks! Much appreciated. Got about half way done with the fatman last night. I'll start on teh breathing mask and then finish up the fatman after the mask is done (it was an earlier request). Link to comment Share on other sites More sharing options...
Recommended Posts